You
are a tough wilderness warrior, living and lurking at the fringe of
civilised areas. Your life is often a lonely one but you can guide
adventuring parties across dangerous regions. You are trained to survive
in wilderness environment.

Hit Die: d10

Alignment: Rangers adhere to different moral codes by are often fighting to protect the Balance of the Nature; so they are usually neutral. Chaotic rangers are fearless raiders, Nature defender extremist, obsessive trophy hunter and sometimes human hunter . Lawful rangers acts as army scouts, skirmishers, frontiersmen patrolling the marches or bounty hunters tracking down criminals for the rewards offered. Neutral rangers are often lone wanderers following their own way.

Weapons and Armors: Rangers are trained with these weapons : club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, shortbow, shortsword, sling, spear, staff. Rangers do not use combination of shield and armor with a total Physical Penalty of -6 or higher

Wilderness Skills: A long
life in the wilderness area trains Rangers to survive in natural hostile
environment. Ranger receive a bonus to skills checks equal to his class
level plus Ability Modifier.

Survival (Personality) : This
skill allows the Ranger to find shelter and sustenance (food, water),
to start fire, to find direction and give some local knowledge
(geography, animal, plants). The Ranger can follow tracks of any
creature, identify them and tell the number. He can also conceal his own
tracks. DC 10 is for famliar terrain, 15 if the ranger is not alone (between 2 and 8 people)
and 20 if not familiar with the terrain or environment or if there is more than 8 people.

Sneak and Hide (Agilty) : Rangers
are very good at stealth in natural environment, sneaking silently and
hiding in natural cover. This can be used in the same manner as a
thief’s abilities.

Find and neutralize natural trap (Agility) : Rangers can detect, neutralize and build simple natural traps. A large, bulky trap is DC 10 (pit in the floor covered by brush, or snares). More subtle traps are DC 15, 20, or even higher. A natural 1 on these checks triggers the trap.

Favored Enemies: Rangers are efficient in fighting against his favored enemies as humanoids and giants. When fighting favored enemies, the Deed Die is improved by one shift. The improved Deed Die is also added in Wilderness skills checks involving Favored Enemies.

At Level 1, the ranger must choose one type of favored enemies in the following list : lawful humanoids (bugbears, goblins, hobgoblins), neutral humanoids (kobolds), chaotic humanoids (gnoll, orcs) and chaotic giants (cyclops, hill giants, frost giants, fire giants, cloud giants, ogres). At level 3, 6 and 9, the ranger can choose another favored enemies type but the ranger must have already fought this enemy. Judge can allows the player to choose other types of favored enemies as perversions of nature (slimes, etc.), ape-men, lizardmen, or even subhumans, humans or demi-humans. The Judge may prohibit the improve of the Deed Die by one shift if the ranger has not fought his favored enemies sometime while progressing through his or her previous level.

Ranger Path: Ranger must choose one of these two paths:

Archery Expert: can perform Precision Shot Mighty Deeds of Arms and, when firing into melee, the ranger has no 50% chance to hit an ally engaged in the melee

Two-weapon Expert: can perform Trips and Throws Mighty Deeds of Arms and can fight effectively with 2 equal-sized one-handed weapons (if Agility is less than 16, treats Agility as 16).

Luck: While outdoors, if the ranger rolls under his luck score, he is not surprised.

Action dice: A Ranger always uses his action dice for attacks. At 5th level a ranger gains a second attack for each round with his second attack die.

Languages : A ranger knows two additional languages for every point of Int modifier. These languages must be one of his favored enemies (bugbear, goblin, gnoll, hobgoblin, kobold, ogre, orc, giant) or animal one (bear, eagle, ferret, horse, wolf).

Level

Attack Deed Die

Crit Die/Table

Action Dice

Ref

Fort

Will

1

+d3

d10/II

1d20

+1

+1

+0

2

+d3

d12/II

1d20

+1

+1

+0

3

+d4

d12/II

1d20

+1

+2

+1

4

+d4

d12/II

1d20

+2

+2

+1

5

+d5

D14/II

1d20+1d14

+2

+3

+1

6

+d6

d14/II

1d20+1d16

+2

+4

+2

7

+d7

d14/II

1d20+1d20

+3

+4

+2

8

+d8

d16/II

1d20+1d20

+3

+5

+2

9

+d10

d16/II

1d20+1d20

+3

+5

+3

10

+d10+1

d20/II

1d20+1d20+1d14

+4

+6

+3

A ranger attack modifier is rolled anew, according to the appropriate die, with each attack. The result modifies both attack and damage rolls. When fighting favored enemies, the Deed Dice is improved by one shift.